Description

A trigger marker is an object that inserts an invisible force (a mark) into a player stepping on it WHEN TRIGGERED. This force does nothing except containing a <key string> which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again.

Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.

A <changing> object converts to <food> <other_arch> objects; when it's animation is done. For non-living objects <food> is checked: if it is zero, the change happens; otherwise <food> is decreased by one. I suggest you don't mess with this value - leave the default in place.

When the player steps onto the marker, all existing forces in the players inventory with a <key string> matching <delete mark> will be removed. If you don't want to remove any marks, leave this text field empty.

Note that the string <delete mark> is set as the name of this marker. So don't be confused, and remember changing the name will take effect on the marker's functionality.

The elevation (height above sea level) of this square. It is used for weather calculations and should be in the range -32000..32000. The elevation of a tile must be set in the bottom-most game object; elevation values for non-bottom-most game objects are ignored by the Crossfire server.

Generally makes the object invisible. Depending on the object-type, some can be made visible by the show_invisible spell. If in doubt, test it. Putting an invisible object under the floor always prevents it from being shown.

This value defines the duration of the force it inserts. If nonzero, the duration of the player's mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.

This value determines the number of objects in one stack (for example: 100 gold coins => "number = 100"). You should set this at least to one, for any pickable object - otherwise it won't be mergeable into a stack.

If <smooth level> is set to a value greater zero, the object will be drawn partially over adjacent squares having a lower <smooth level> value. The value must be between 0 and 255 (inclusive); 0 means "never overlap adjacent squares".

A <splitting> object converts to <food> <other_arch> objects; when it is hit physically. For non-living objects <food> is checked: if it is zero, the change happens; otherwise <food> is decreased by one. I suggest you don't mess with this value - leave the default in place.

Adds a certain value to the object: It will be worth that many times the default value from it's archetype (E.g. "value = 3" means three times worth the default value). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.

This value defines the object's weight in grams (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable"-flag for explicitly non-pickable objects (hey, this is open source.. you never know ;) ).